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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Design and Test of an Office Fitness Application with the Use of Persuasive Technologies</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Troels Melgaard Thomsen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Konstantinos Koumaditis</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Aarhus University, Department of Business and Development</institution>
          ,
          <country country="DK">Denmark</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In recent years a growing interest to augment the fitness level of office workers has given rise to new sets of fitness equipment and applications. This interest stems from the need to decrease the inactivity (idle time) of office workers during their daily routine and increase positive habits that may contribute to better physical health. In this paper, we echo this need and with the use of Persuasive Technologies (PT) theory we explore the design of an Office Fitness Application. The design was tested (n=31) and some initial indications are reported herein.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        In Denmark, 58% of the men and 54% of the women work in a sited position more than
eight hours a day and every third of the Danish population does not meet the World
Health Organisation’s (WHO) minimum movement requirements [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. This inactivity
may lead to dangerous health problems, such as cardiovascular, circulatory disorders
and type 2 diabetes [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. On the contrary, physical activity is effective in reducing
sickness absence and stress-related symptoms [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Now, companies increasingly recognize
that the workplace plays a vital role in supporting worker health and thus bigger
investments in adjustable workstations, treadmills and other office fitness equipment and
motivational hardware and software apparatus etc. can be reported. Nevertheless, there are
different approaches as to which strategies companies choose as intervention strategies
for changing their workers fitness culture. An earlier study has found that
multi-component interventions, where the company provides both education and access to the
concept of adjustable work stations, can reduce workplace sitting by about 90 minutes
per working day [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The overall findings depict that while the employees are
enthusiastic at the beginning, the use of exercise tools drops relatively fast, at least for a
considerable percentage of the users/employees, thus new tools and an effective
motivational mechanism need to be considered [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. To this, the potential of digital and
wearable devices could provide the users with a useful tool for increasing physical activity,
but it proved that the utilisation of such devices is effective only short-term (e.g. up to
3 months) [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Furthermore, the willingness to adopt new technology that facilitates
physical activity can be attributed usually to younger users, as they are the ones that
embrace new modern technology [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. In this short paper, our focus is in OffceFit, a
company that specializes in workplace fitness equipment and makes customized and
systematic prevention tools for private and public organisations with elements such as
a digital platform, health checks, health presentations and evaluation courses in
wellbeing management. The aim is to review a prototype application and suggest new
features that can foster behavioural change with an emphasis on reducing sedentary
behaviour.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Purpose</title>
      <p>
        This research following the wide scope of Human-Computer Interaction [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] aims to
investigate and propose guidelines for designing effective fitness applications for office
training equipment, with the use of Persuasive Technology (PT). To do so a literature
review, a proposition and a small scale (n=31) test were performed on volunteer users.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Literature Review</title>
      <p>
        BJ Fogg argues that often increasing motivation is not always the solution [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The
increasing ability (making the behaviour simpler) is the path for increasing behavioural
performance. The Fogg Behaviour Model is used as a systematic way of thinking about
the underlying factors that can trigger a behaviour change and they must converge at
the same moment for a behaviour to occur, such as: motivation, ability, and a prompt
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. There are three core motivations in the model pleasure/pain, hope/fear and, social
acceptance/rejection. To increase a user’s ability, the designer must be aware of the
requirements for time, money, physical effort and social deviance [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. As mobile
phones become more context-aware, the type of trigger, in this case, must be as simple
as possible to increase a user’s ability to build a new routine. According to the “The
Functional Triad” by BJ Fogg, one of the most effective strategies is to make the desired
outcome easier to achieve by reducing a complicated activity to a few simple steps,
with use of tools, social actor and medium(technology) [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. One of the most common
tools is self-monitoring, where the user is tracking the performance with simple
descriptive statistics. This refers to an internal state where one might get a sense of being
self-organized, and voluntary [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Another significant factor is social influence and
comparison, which can motivate and persuade people to behavioural change by
working together instead of working alone, or by comparing their performance with the
performance of others. Additionally, the Persuasive System Design framework by
OinasKukkonen and Harjumaa is used in the process of evaluating and analyzing the
persuasion context and the design principles are used to choose the kind of content and
software functionality, that may be found at the final product [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. The twenty-eight design
guidelines are categorized in primary task, dialogue, system credibility, and social
support categories which is mostly based on Fogg Behavior Model [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The most central
theories and principles to consider are self-monitoring, similarity, reduction,
competition, cooperation, social facilitation and social comparison [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The aforementioned
elements were considered as part of the fitness application design, as it will be explained
in the following sections.
      </p>
    </sec>
    <sec id="sec-4">
      <title>Methods</title>
      <p>
        The study is following the six steps of Design Science Research, and use a mix-methods
research design, i.e., a combination of qualitative and quantitative data collection
techniques and analytical procedures. The first phase starting with semi-structured
interviews with five different users to collect user requirements and get a deep
understanding of the use context. The following type of questions was asked doing the interview:
Questions about existing behaviour and daily environment, and personal motivation for
using fitness equipment. Followed by questions regarding persuasive design tools such
as; rewards, reminders, suggestions, competition and social comparison. In addition, an
expert interview was made with a UI-design stakeholder in order to collect design
requirements. Finally, the artefact is tested and evaluated with the usability framework
USE, Questionnaire: Usefulness, satisfaction, ease of use [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. The choice to utilise
USE was based on its four dimensions of usabilty that can be applied to various
scenarios, with reported reliability and validity [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Users also appear to have a good sense
of what is usable and what is not, and can apply their internal metrics across domains
[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>Results</title>
      <p>The digital artefact proposed (a mobile application supplementing office fitness
equipment) has two core features. The first feature is to connect with exercise equipment and
track one’s own activity. It is our understanding, that this feature will be highly valued
because the users reported that they want to change the behaviour reflecting on
individual reasons (e.g, increased energy level, weight loss) and additionally, it is a persuasive
design tool that is appropriate and well utilised in similar applications. The
application’s dashboard can be seen on Fig. 1. From the left, we see the dashboard with the
descriptive statistics about the user’s own activity, and the ability to record and report
the user’s activity is shown.
Fig. 1. The Office fit prototype – Self-monitoring of physical activity.
The second feature in Fig. 2, provides the ability to the user to create and participate in
a challenge together with other colleagues. The user will be able to see themselves and
other competitors on a map when they press start. The challenges can be either
company-specific, bike, walk or stand related. Furthermore, the user can compete as an
individual or in a team against other teams. This feature is supposed to leverage human
beings’ natural drive to cooperate via achieving the challenges together. Users may also
be influenced by normative influence (i.e. peer pressure) as a consequence of the
pressure of achieving one’s own part of the challenge.
The users portrayed the application as intuitive, focused and simpler than the previous
version, as depicted in the usability test results. On the contrary, some complexity was
also reported, i.e., the existence of two plus icons on the dashboard (seen in Fig.1) and
some missing information and text on the different screens. Nevertheless, the overall
satisfaction was on average 5.2 on a seven to one scale and the majority reported: “It
saves me time when I use it” got 5,8 on average and “I will use this version more often
than before” 5,43 on average. A future improvement step will be to realise a feature in
the application so as the user to be able to select all colleagues and invite them to
participate in a challenge.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusions</title>
      <p>With the use of the two PS strategy’s simplicity (ability) and social interaction, an
artefact is developed to reduce sedentary behaviour and inactivity while working. When
the application has to be used several times doing a workday, the most important
features are, according to the users, to make the ability to track the activity fast and easy.
Followed by the ability to create and participate in a challenge that supports the
community at work. The artefact has shown a higher degree of satisfaction, yet further
research is required to find the right combination of features.</p>
    </sec>
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